refactor(重构): 重构了事件驱动的代码体系,使用全新命名和版本,以及测试套件的初试
- 移除了.csproj文件 - 更新了.gitignore,添加了.editorconfig - 重构了IBoard和IPiece接口,引入了新的事件处理机制 - 优化了CCBoard、CCPiece等类的实现,使用新的事件驱动模型 - 删除了冗余代码,提高了代码的可读性和可维护性
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@ -3,11 +3,12 @@ using System.Collections;
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using Vector2I = Vector.Vector2I;
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namespace ChineseChess;
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using static IBoard.IBoardOn;
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public class Player {
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private readonly CCBoard board;
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private readonly SelectedPiece selectedNode;
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public EventHandler<IBoard.MoveEventArgs>? OnMove;
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public EventHandler<MoveEventArgs>? OnMove;
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public bool CanMove { get; set; } = true;
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public enum PlayerType {
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@ -15,8 +16,7 @@ public class Player {
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AI
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}
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public Player(CCBoard board, PlayerType type = PlayerType.Human)
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{
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public Player(CCBoard board, PlayerType type = PlayerType.Human) {
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this.board = board;
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this.selectedNode = new SelectedPiece(board);
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}
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@ -56,9 +56,9 @@ public class Player {
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}
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// MUST BE THERE !!! 防止删除节点后在启动回调导致错误
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OnMove?.Invoke(this, new IBoard.MoveEventArgs
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{ From = fromPos, To = toPos, Piece = fromChess });;
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OnMove?.Invoke(this, new MoveEventArgs
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(fromChess, fromPos, toPos));
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if (toChess != null) {
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board.RemovePiece(toPos);
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}
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